I can copy the build to my old Laptop and everything runs fine.
The html5 target has no problem.
I get the same error when i use kore without kha.

My new laptop has a dedicated graphics card, and after hours of installation i get a working hardware and X configuration.uname -a
Linux zenbook 4.19.0-1-amd64 #1 SMP Debian 4.19.12-1 (2018-12-22) x86_64 GNU/Linux

Maybe I have not yet configured my system correctly, I'll ask first here because other opengl applications work properly.
If necessary, I like to send more information about my system.

Hallo Robert, i have upload to github
uname -a:Linux twist 4.9.0-8-amd64 #1 SMP Debian 4.9.110-3+deb9u6 (2018-10-08) x86_64 GNU/Linux
clang --version:clang version 7.0.0-svn345401-1~exp1~20181026173536.34 (branches/release_70)
compile:node <path to kore>/make.js --compile
maybe:node <path to kore>/make.js --onlyshaders
I use the latest kore version, but it should work, all the gametech-examples (with G4) compile and run without any errors (with very small change - third parameter from VertexBuffer has a default and is no more int)
I can validate the shaders with glslangValidator without errors. But i am not sure about the pch.h. I have tried everything without success...

hi, i use the Empty project from Kore and would have some uniforms in the fragment shader.
I put a vec2 variable in the shader.frag.glsl:uniform vec2 iMouse;
Add a line in the kore function of the Shader.cpp after pipeline->compile():mousePos = pipeline->getConstantLocation("iMouse");
And after Graphics4::setPipeline(pipeline) in the update function add a line:Graphics4::setFloat2(mousePos, (float)mouseX, (float)mouseY);
I get always this error message:
Uniform iMouse not found.

The program compile without errors, mouseX and mouseY are valid integers and mousePos is a Graphics4::ConstantLocation.
Hope for help after hours with trial and error.

first many thanks for the zui update.
After removing one of the System.notifyOnRender calls the model appears again, no matter if i call g2.begin(false) or not. I am happy, but not too long.
I have a class which splits a icosahedron for me. Now I wanted to test the performance of my video card. After 33 splits (one face of the icosahedron ), these are only 23120 triangles for the entire model, i get a strange result.

[screenshoot]
(file:///bla/bla/do not know how i can upload files/Bildschirmfoto%20vom%202016-09-24%2021-06-50.png)

That could not be, and I thought that is due to the javascript float type (or what ever). I test my program with the cpp target and now the model disappears again. After removing the g2 render calls from zui, the model is drawn and i can go up to 230 splits ca. 1,2 million triangles without the ugly hole in my sphere. Now a simple example with zui and graphics4.

It works with the html target, but the cpp target does not show the model.
It flickers a little bit if i move the sliders. Maybe it's because of my onboard Intel graphics card, but in fact I have no idea what's wrong.

Hi lubos,
thanks for the links.
But befor i dares to bullet stuff, I want to understand the capabilities of verletkha.
That is enough funny physic stuff for the first time.
But surfing from your link, I found this tutorial:Jamie Kingand the git repo
Since I have fast internet, i like youtube. And this guy is really entertaining.
Best wishes

And then copy and paste your tutorial, but there is always a System.notifyOnRender call in your code. Remove one of these calls and everything runs smoothly.

I have one more question, specially to you. I know that your day has also only 24 hours, but can you make a last tutorial 09 wich covers picking behavior. Go from window coordinates to model coordinates is such a common task. I have played around with this, but only with software rendering (kha.graphics1). I have my model coordinates my view (only a vec3) and a projection plane wich i cover with rays. Then working with barycentric coordinates from the triangle (my great model;-) and if one ray target the triangle then calculate the depth. That works, but the real transforming pipeline with all the 4X4 matrices (especially the lookAt-matrix) overwhelms me a bit.

No problem if you have no time for such a tutorial.
And many thanks for negativ values in sliders.

Hello,
i try the geometry shader for a wireframe example. The shaders compile without a error. I have used this example:wireframe with hidden edges
(vertex shader -> vs.glsl, geometry shader -> gs.glsl, fragment shader -> fs.glsl)